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DM advise for an all-striker party?
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<blockquote data-quote="sunrisekid" data-source="post: 4397650" data-attributes="member: 57326"><p>I totally agree on your points. Frankly, I don't have the opportunity to play D&D very often, so when I manage to find some players who are interested in trying it out then I pretty much let them run wild with their imaginations and provide as few restrictions as possible.</p><p></p><p>My players are quite interested in role-playing and each chose a striker based on the idea they had for a character. Incidentally, they're all noobs (but one) with no prior RPG experience.</p><p></p><p>Characters are as follows:</p><p></p><p>Half-elf Rogue (brutal scoundrel) - multiclassed with Warlord and took Wolf-Pack Tactics for the free at-will.</p><p></p><p>Half-elf Rogue (trickster) - player has almost no desire to optimize powers and is interested almost entirely in role-playing. (eg, insists on starting the game with no armor or gear, armed with a single dagger - which I thought was pretty cool)</p><p></p><p>Half-elf Ranger (melee) - probably would have picked a rogue if the others hadn't already. enjoys sneaking around being ninja-like.</p><p></p><p>Tielfling Rogue (trickster) - picked tactical powers and boosted Bluff; the party con-artist.</p><p></p><p>It's a wacky party composition but what do I care, so long as everyone is having fun <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> My job is to cook up some fight scenes in which I resort to fudging as little as necessary. I'm a DM who prefers letting his players keep their characters; about the only risk of the characters *really* dying is if they somehow paint themselves into a corner, and I risk looking like a tool for obviously fudging the dice.</p><p></p><p>I'm running The Mysteries of the Moonsea campaign adventure with an old-skool sword & sword feel to it, informed by much Howard and Lovecraft. Most of the provided adventures are predominantly urban and offer plenty of flexibility; given the necessity of conversion I'm already obliged to rebuild encounters, so may as well tailor to fit the characters (eg, swap undead-in-the-cellar to cutthroats-in-the-cellar or whatever).</p><p></p><p>Would you mind indicating where in the DMG I can read up on party composition? Great suggestions on what to keep and what to avoid, much appreciated!</p></blockquote><p></p>
[QUOTE="sunrisekid, post: 4397650, member: 57326"] I totally agree on your points. Frankly, I don't have the opportunity to play D&D very often, so when I manage to find some players who are interested in trying it out then I pretty much let them run wild with their imaginations and provide as few restrictions as possible. My players are quite interested in role-playing and each chose a striker based on the idea they had for a character. Incidentally, they're all noobs (but one) with no prior RPG experience. Characters are as follows: Half-elf Rogue (brutal scoundrel) - multiclassed with Warlord and took Wolf-Pack Tactics for the free at-will. Half-elf Rogue (trickster) - player has almost no desire to optimize powers and is interested almost entirely in role-playing. (eg, insists on starting the game with no armor or gear, armed with a single dagger - which I thought was pretty cool) Half-elf Ranger (melee) - probably would have picked a rogue if the others hadn't already. enjoys sneaking around being ninja-like. Tielfling Rogue (trickster) - picked tactical powers and boosted Bluff; the party con-artist. It's a wacky party composition but what do I care, so long as everyone is having fun :) My job is to cook up some fight scenes in which I resort to fudging as little as necessary. I'm a DM who prefers letting his players keep their characters; about the only risk of the characters *really* dying is if they somehow paint themselves into a corner, and I risk looking like a tool for obviously fudging the dice. I'm running The Mysteries of the Moonsea campaign adventure with an old-skool sword & sword feel to it, informed by much Howard and Lovecraft. Most of the provided adventures are predominantly urban and offer plenty of flexibility; given the necessity of conversion I'm already obliged to rebuild encounters, so may as well tailor to fit the characters (eg, swap undead-in-the-cellar to cutthroats-in-the-cellar or whatever). Would you mind indicating where in the DMG I can read up on party composition? Great suggestions on what to keep and what to avoid, much appreciated! [/QUOTE]
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